Artificer Specialist: Chimerist

by spookybo0gie

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Chimerist Magic

• You learn an additional spell when you reach certain levels in this class, as shown in the Chimerist Magic Spells table.
• Each spell counts as a artificer spell for you, but it doesn't count against the number of artificer spells you know.

Chimerist Magic Spells Table

Artificer Level Spell
3 Absorb Elements, Find Familiar, Primal Savagery
5 Alter Self, Enhance Ability
9 Animate Dead, Revivify
13 Evard's Black Tentacles, Polymorph
17 Hold Monster, Rary's Telepathic Bond

Chimeric Companion

•At 3rd level, As a bonus action you can create a chimera companion in an unoccupied space within 5ft that you can see.
•The chimera is friendly to you and your companions and obeys your commands.
•The creature is an ally to you and your companions.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you).
If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Once you create the chimera, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

The chimera remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to create the chimera again, or until you die.
Anything the chimera was wearing or carrying is left behind when the chimera vanishes.

Chimeric Arts

•At 5th level your chimera becomes Large sized. Additionally, when your chimera companion makes a saving throw, you make the roll using your modifiers.

Researcher's Rebuff

At 9th level, you have advantage on saving throws against being frightened,
Additionally, as a free action you can expend 1-5 hit die to heal your chimera.
Add your Constitution modifier to each die it is healed.

Fruition of Trials

• At 15th level, your research has come to a point where you can use Chimeric Arts on yourself, gaining the qualities you tested on your chimera companion.
• When used in this way. you must prepare a special 8 hour ritual, which concludes with you gaining a number Chimeric Qualities equal to your PB.
• If you complete the ritual, you may not do so again for 3d4 days
• Chimeric Qualities gained through this feature cannot be used on your chimera, & they remain until you use this feature again, or until dispelled.

Chimeric Qualities

Artificer Levels 3-5

Spider Climb The chimera can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bite Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature.
Hit: PBxd6 piercing damage, and the target must succeed on a Constitution saving throw against your spell save, or be poisoned.
At the end of each of it's turn the target may make another Constitution saving throw to end the condition. •Powerful Build The chimera counts as one size larger when determining carrying capacity and the weight you can push, drag, or lift.

Artificer Levels 6-10

Natural Armor the chimera's unarmored armor class becomes 17.
Amorphous The chimera can move through a space as narrow as 1 inch wide without squeezing.
Acidic Breath(Recharge 5-6) The chimera takes the attack action, to exhale a 15ft cone of acid. Creatures in the area must succeed a Dexterity saving throw against your spell attack modifier to halve PBxd8 acid damage

Artificer Levels 11-14

•Nonmagical Resistance The chimera gains resistance to nonmagical bludgeoning,piercing, & slashing damage.
•Fly The chimera gains a flying speed equal to it's walking speed.
•Constrict Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one creature. Hit: PBxd10 bludgeoning damage. If the target is Medium or smaller, it must succeed a Strength check against your spell save, or be grappled.

Artificer Levels 15-20

Bile Splash When the chimera takes damage of any type but psychic, each creature within 5 feet of the chimera takes 3d8 acidic damage.
Regeneration The chimera regains 10 hit points at the start of it's turn if it has at least 1 hit point.
If the Chimera takes acid or fire damage, this trait doesn't function at the start of it's next turn.
•Intoxicating Touch(Recharge 5-6) Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 round. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.


Chimera Companion

Medium Monstrosity


  • Armor Class 15
  • Hit Points 2 + your Intelligence modifier + five times your artificer level (it has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 30

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (0) 6 (-2)

  • Saving Throws Dex +1 plus PB, Con +2 plus PB
  • Damage Resistances necrotic
  • Senses darkvision 60ft
  • Languages understands the languages of it's creator
  • Challenge PB

Traits/Actions: The chimera has a number of traits/actions equal to your PB, provided you meet the required Artificer level

 

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